TABLE OF CONTENTS
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(1)Strengths and Weakness of Puppetmaster
-(1.A)Strengths of the Puppetmaster
-(1.B)Weaknesses of the Puppetmaster
(2)Puppetmaster Job Quest
(3) Hand-to-Hand and you
(4)Support Jobs for Puppetmaster
(5)Puppetmaster Job Abilities and Job Traits
-(5.A)Puppetmaster Job Abilities
-(5.B)Puppetmaster Job Traits
-(5.C)Puppetmaster Pet command Abilities
(6)Maneuver's and Attachments
-(6.A)Maneuvers
-(6.B)Attachments
(7)The Automaton
-(7.A)The Harlequin Frame
-(7.B)The Sharpshot Frame
--(7.B.1)Sharshotweaponskills
-(7.C)The Stormwalker Frame
--(7.C.1)Stormwalker Weaponskills
-(7.D)The Valoredge Frame
--(7.D.1)Valoredge Weaponskills
-(7.E)The Spiritreaver and Soulsoother Heads
(8)Playstyles
-(8.A)Main Healing as a Puppetmaster
-(8.B)Damage Dealing as a Puppetmaster
-(8.C)Tanking as a Puppetmaster
-(8.D)Nuking as a Puppetmaster
-(8.E)Playing Solo as a Puppetmaster
-(8.F)Support Role Job as a Puppetmaster
(9)Puppetmaster Food
-(9.A)Meleeing Food
-(9.B)Soloing Food
-(9.C)Mage support Food
PUPPETMASTER
(1)-First Let's delve into the Strengths and Weaknesses of the PUP.
(1.A)-Strengths
-Puppetmaster is one of the more capable solo jobs for exp and lesser NM's in FFXI.
-Puppetmaster can have many various roles in many different situations, its ability to switch roles fast should be considered a strength.
-Early level's are a breeze with the power of the automaton and master doing considerable amounts of Damage over time in experience points parties. Also the ability to maximize the potential of your automaton is available right at level 1.
-High evasion and evasion bonus traits help pup avoid damage.
-Automaton has High skill levels letting it skill up quite fast.
(1.B)-Weaknesses
-Due to PUP's overall lack of a definitive role in FFXI many player's are unsure of what PUP is capable of and will opt to chose another job over a PUP.
-With only a C rating in H2H, PUP will be required to equip as much accuracy as one can find (Although with recent gear options this is much less of a problem for an end game pup).
-Poor Gear options for pup 1-60. With Only a small amount of feasible gear to wear one must go above and beyond to try to get the best things available (and there really isn't much)
-PUP can become quite expensive with the extensive list of Automaton attachments you will eventually want them all!.
SO, you want to be a pup still, the irresistible charm of that little robot friend stole your heart and you are ready to pursue the PUP job quest provided your level is 30 and above.
(2)-PUPPETMASTER JOB QUEST
-This quest can prove difficult for those that are a lower level perhaps without the use of sneak and invisible (medicines or spells/ninjutsu) this quest is nearly impossible to complete so go get them!.
Step1: Go talk to Shamarhaan in Bastok Markets , he is beside the fountain.
Step2: Go back to Whitegate and speak to a sad taru in the corner named Iruki-Waruki at (K-9) he can be found on the top floor.
Step3: Head Towards the Automaton workshop ,it's found in Whitegate at (I-7) and speak to the keeper Ghatsad
Step4: After you've spoken with Ghatsad head over to the docks right down the stairs and continue to take the boat to nashmau.
Step5: From nashmau take the norther exit into Caedarva Mire and make your way towards Arrapago Reef, please be careful of true sight imps, sneak and invisible is most important here because of the dangerous mobs lurking around. The entrance to Arrapago Reef from Caedarva mire is found at (I-6)
Step6: You will zone into Arrapago Reef , head out until you see a boat at (H-10). This boat has a ??? located on it which you need to select for a cut scene.
Step7: After you selected the ??? and received the key item, antique automaton, make your way back to Whitegate Automaton shop and speak to Ghatsad the galka again.
Step8: After you speak to Ghatsad go back to the taru Iruki-Waraki and recieve your trusty Animator and the ability to use PUP!
SO good job you've made it through unlocking the job.. Now you're probably wondering HOW THE HELL DO I PLAY THIS!? You've got your animator now what? First we'll take a look at what the master can do.
(3)-H2H And YOU!
Besides the Automaton itself as a form of damage output PUP's fall back on using thier skills in Hand-to-Hand attacks. With a variety of Hand-to-Hand weapons the master can deal some considerable damage early levels, but a noticeable lack will formulate around level 55, and then you will completely fall back from any other DD job after that. NOT TO WORRY THOUGH. You still do DMG, as H2H DMG is calculated differently then other damage types. Along with your automaton and innate martial arts job traits, the damage style of PUP in an exp party is that of great Damage over time! Which can be indispensable in many party setups. Here is a link on Hand-to-Hand DMG calculations.
<a href="http://wiki.ffxiclopedia.org/wiki/H2H" target="_blank">H2H DMG Calculations and how H2H Works!</a>
Please read this WIKI article for further investigations on H2H DMG.
*NOTE: Basically you will be looking for the Highest DMG + rating and the lowest DELAY +.
<b>Styles of H2H Weapons</b>
Using the Link above you will be able to see a variety of weapons available. Some H2H weapons have different additional enfeebling effects on them that can help in certain situations (solo namely). Let's look at the H2H weapon types that PUP can equip.
Baghnakhs: These are somewhat like a metal hand, think of it Like an Extension of your own hand that looks like a cat claw. These offer average stats (not to say bad average but rather middle of the road between delay and dmg), with some major exceptions such as the mysterious Shenlong's Baghnakhs. These are great at any level.
Claws: Claws offer a Pretty low delay for also low damage and offer some nice debilitating status effects.
Sainti: Sainti are a type of rounded edge that you hold in your fist, these offer very low delay's and slightly above average damage. Also adding some nice accuracy bonus and evasion bonus for solo play. PUP also benefits from a special PUP only Sainti weapon called Adaman/Gem Sainti which gives your automaton an HP bonus, nice weapon to have.
Hooks: Include Katars and Patas. Hooks offer the Highest DMG and also the Highest Delay. These you will want for your experience points parties where you you want your Damage from your weapon skills to be the highest. These are usually purely used for weapon skill DMG.
Adargas: These are H2H Bladed weapons. Similar to sainti DMG ratings, and offers Guarding skill and other defensive skills.
(4)-SUPPORT JOBS
Since this is an advanced job you should already have access to support job feature. Your support job cannot exceed half of the level of your main job and may or may not have some form of support job penalties. This list will go over the <u>most beneficial</u>Support jobs for Puppetmaster along with which level's each support job most benefits but by all means is not a limit to which support jobs you'd like to play, be experimental and have fun!
<!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->WARRIOR<!--colorc--></span><!--/colorc-->
Warrior as a PUP support job gives you access to many job abilities and job traits that maximize damage output from you (the master). Also it gives you a form of enmity control if you would use this job as a support job while soloing.
<!--coloro:green--><span style="color:green"><!--/coloro-->-Job Abilities<!--colorc--></span><!--/colorc-->
Provoke LV10
Berserk LV30
Defender LV50
Warcry LV70
<!--coloro:green--><span style="color:green"><!--/coloro-->-Job Traits <!--colorc--></span><!--/colorc-->
Defense Bonus LV20
Resist Virus LV30
Double Attack LV50
Attack Bonus LV60
Resist Virus II LV70
This support jobs is most beneficial between the level's of 25-75 for exp parties and most any non-aoe spamming situation where you need to use your H2H to deal DMG. IMO this is the best support job for maximum melee DPS.
<!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->MONK<!--colorc--></span><!--/colorc-->
Monk is a great starting sub job if you prefer not to sub a mage job in the early levels. With PUP obtaining its first martial arts trait at level 25, and MNK obtaining it at level 1 you can speed your attacks up greatly by subbing MNK. Also Subtle blow allows for less TP gain towards the enemy lessening the chance for a potentially dangerous move to be performed.
<!--coloro:green--><span style="color:green"><!--/coloro-->Job Abilities<!--colorc--></span><!--/colorc-->
Boost LV10
Dodge LV30
Focus LV50
Chakra LV70
<!--coloro:green--><span style="color:green"><!--/coloro-->Job Traits <!--colorc--></span><!--/colorc-->
Martial Arts LV1
Subtle Blow LV10
Counter LV20
Max HP Boost LV30
Martial Arts II LV32
Subtle Blow II LV50
Martial Arts III LV62
Max HP Boost II LV70
As you can see the ability to gain Martial arts at a faster pace then a pup can naturally by subbing mnk is a great option. This job is most suitable for levels 1-25, when pup will have obtained its own martial arts, BUT this job is viable as a support job in some situations, from levels 1-75.
<!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->NINJA<!--colorc--></span><!--/colorc-->
Ninja is an excellent support job for avoiding DMG. This is a very exclusive and situational support job. Namely for Soloing purposes against hard hitting mobs, or NM soloing, along with avoiding dangerous Attacks from High level NM's or Events. Ninja also is a nice Utility support job due to the use of Tonko and Monami (ninja's invisible and sneak spells), But offers absolutely no job abilites. And unless you dual wield daggers (which virtually has no purpose) then dual wield has no effect for puppetmaster limiting this support job further.
<!--coloro:green--><span style="color:green"><!--/coloro-->Job Abilities<!--colorc--></span><!--/colorc-->
NONE
<!--coloro:green--><span style="color:green"><!--/coloro-->Job Traits<!--colorc--></span><!--/colorc-->
Stealth LV10
Dual Wield LV20
Resist Bind LV20
Subtle Blow LV30
Dual Wield II LV50
Resist Bind II LV60
Subtle Blow II LV60
<!--coloro:blue--><span style="color:blue"><!--/coloro-->Spells<!--colorc--></span><!--/colorc-->
Tonko: Ichi LV18
Utsusemi: Ichi LV24
Monomi Ichi: LV50
Tonko Ni: LV68
Utsusemi: Ni: LV74
Certain spells were left out due to their useless nature when used as a support job. Ninja is best used as a situational subjob as described above and most used from levels 70-75.
<!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->DRAGOON<!--colorc--></span><!--/colorc-->
This support job is wonderful for pup, although situational! It adds juicy accuracy for pup's much needed acc! With the right gear options you can also add a hefty chunk of haste to your gearset. Also adds attack and wonderful job ability's to complete it, a very fun and interesting combo often looked over due to the fact that as a support job limitation you cannot call the DRG's wyvern (not like this matters for a pup either way).
<!--coloro:green--><span style="color:green"><!--/coloro-->Job Abilities<!--colorc--></span><!--/colorc-->
Ancient Circle LV10
Jump LV20
High Jump LV70
<!--coloro:green--><span style="color:green"><!--/coloro-->Job traits <!--colorc--></span><!--/colorc-->
Attack Bonus LV20
Dragon Killer LV50
Accuracy Bonus LV60
Definatly a viable support job from levels 25-50 where it is most useful. And again at level 60 if you are suffering from poor accuracy due to gear availablity ect. Again another support job that can be used situationally with your Automaton to bounce enmity around while soloing. Definatly a fun and interesting support job to have handy.
<!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->
DANCER<!--colorc--></span><!--/colorc-->
Dancer is a new melee support job/healer/debuffer that offers a ton of wonderful effects you can use your TP for if you find that your weapon skills are completely lackluster. With accuracy bonus traits available , curative dances and enfeebling dances this support job can do no wrong for a pup that is lacking in their Damage but would still like to melee to add DOT (damage over time) and help others be able to hit mobs more effectively. Also comes complete with utility dance for snk and inv! I am going to outline specific dances for the job abilities section to prevent confusion.
<!--coloro:green--><span style="color:green"><!--/coloro-->Job Abilities<!--colorc--></span><!--/colorc-->
Drain Samba LV10
Curing Waltz LV30
Animated Flourish LV40
Quickstep LV40
Aspir Samba LV50
Spectral Jig LV50
Box Step LV60
Curing Waltz II LV60
Desperate Flourish LV60
Drain Samba II LV74
<!--coloro:green--><span style="color:green"><!--/coloro-->Job Traits<!--colorc--></span><!--/colorc-->
Evasion Bonus LV30
Resist Slow LV40
Subtle Blow LV50
Accuracy Bonus LV60
DNC is a wonderful support job truly unique and truly helps puppetmaster in all facets of play where your Weapon skills are just not cutting it but you are still able to melee and use TP in an effective efficient new way! Best for use from level 10-75.
<!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->SCHOLAR<!--colorc--></span><!--/colorc-->
In my humble opinion SCH is now one of the best mage type support jobs that pup has to be offered. With their natural capacity to perform many different magics at a fast pace due to light and dark arts and use them efficiently; with pups ability to wear many mage exclusive gear types they can easily make their mp pool extremely manageable with SCH as a support job. Please refer to the wiki to view how SCH's stratagem's and arts work by clicking this link: <a href="http://wiki.ffxiclopedia.org/wiki/Scholar" target="_blank">SCHOLAR</a>
<!--coloro:green--><span style="color:green"><!--/coloro-->Job Abilities <!--colorc--></span><!--/colorc-->
Light Arts LV20
Dark Arts LV20
Sublimation LV74
-<!--coloro:purple--><span style="color:purple"><!--/coloro-->Stratagems<!--colorc--></span><!--/colorc-->
Penury LV20
Addendum:White LV20
Celerity LV50
Parsimony LV20
Alacrity LV50
Addendum:Black LV60
<!--coloro:green--><span style="color:green"><!--/coloro-->Job Traits <!--colorc--></span><!--/colorc-->
Resist Silence LV20
Clear Mind LV20
Conserve MP LV50
Max MP Boost LV60
Clear Mind II LV70
<!--coloro:gray--><span style="color:gray"><!--/coloro-->Spells<!--colorc--></span><!--/colorc-->: Nukes are purposefully left out**
Cure LV10
Poisona LV20*
Protect LV20
Paralyna LV24*
Deodorize LV30
Blindna LV34*
Cure II LV34
Regen LV36
Shell LV40
Sneak LV40
Drain LV42
Silena LV44*
Invisible LV50
Cure III LV60
Protect II LV60
Sleep LV60*
Cursna LV64*
Dispel LV64*
Raise LV73
Aspir LV73
Regen II LV74
*Denotes use under either addendum:white/black. Due to the extreme better usage of this mage support job over any other's (besides useful utility spells from other mage type support jobs) this support job will be the only other one listed in detail. Obviously for use when the first Spells become available. This is for pup's who would like to try something different with the gear available to them From 20-75 most use being at 75.
<!--coloro:orange--><span style="color:orange"><!--/coloro-->OTHER SUPPORT JOB HIGHLIGHTS<!--colorc--></span><!--/colorc-->
WHM -offers Reraise and Erase, and group barspells for AOE attacks.
RDM- Offers Fast cast Cure I-III dispel and enspells.
THF -offers sneak and trick attacks and traits such as gilfinder and treasure hunter.
PLD -Offers Cure I-III and flash for enmity gain.
DRK- Offers forms of attack bonus and many attack gaining JA's and stun.
BRD- Can be used to help refresh mages in a mana burn and help melee hit harder very situational.
COR- Same as bard except unable to help refresh.
BLU- Coccon and curative spells may help during solo play, also offers Head Butt for stunning.
RNG- Offers accuracy bonus at level 20 PUP, and another at 60, although uses are limited.
These Jobs have not been gone over extensively as the previous because of their limitations and/or lack of definite use to the PUP.
PHEW well that's over with! Now that you undestand more about the types of support jobs you can use with your PUP lets talk extensively about PUP's abilities and the raw features of the job itself.
(5)-<!--coloro:orange--><span style="color:orange"><!--/coloro-->PUPPETMASTER ABILITES AND JOB TRAITS<!--colorc--></span><!--/colorc-->
(5.A)-<u>JOB ABILITIES</u>
Overdrive LV1 : This is PUP's 2hour, and not to sound negative it is VERY situationally used and can actually in turn cause more harm then good. This 2 hour recast time job ability prevents any OVERLOAD on the automaton. We will discuss what overload is in the next section. It also Increases the automaton's ATT ACC DEF ATTSPEED and EVA, and a STRONG protection against enfeebling magic.
Activate LV1: Activate Recast 20 minutes. This Job Ability calls your automaton to the battle field it is indispensable. If you activate your automaton and then enter a level restricted zone your automaton WILL disappear so take care to only activate after you have been put under a level restriction.
Repair LV15: Making sure to equip an Automaton Oil (+1 or +2) before you use this ability will grant your automaton a certain level of REGEN effect, healing it quickly should a sticky situation arise! Recast is 3 Minutes this tool is indispensable!
Role Reversal (merit) LV75: This job ability is EXCELLENT to use. Recast is 4 Minutes. It is a true swap of the Master and Automaton's HP...this is a GREAT tool to use in a sticky situation or for setting up certain weapon skills that require low HP for the automaton (see Magic Mortar), which will be discussed in the Automaton section further down.
Ventriloquy (merit) LV75: Again another wonderful merit job ability! This has a recast timer of just 2 Minutes. It swaps the enmity of the master and automaton! Excellent for use in a myriad of situations from HNM to EXP to battle fields you name it ventriloquy will help keep you alive longer!
Tactical Switch LV79: Swaps TP of master and automaton. This ability is no short of amazing, Can really help to add some burst damage to yours or your automatons arsenal.
(5.B)-<u>JOB TRAITS</u>
Resist Slow LV10
Resist Amnesia LV15
Evasion Bonus LV20
Martial Arts LV25
Evasion Bonus II LV40
Martial Arts II LV50
Resist Slow II LV50
Evasion Bonus III LV60
Resist Slow III LV70
Martial Arts III LV75
Fine Tuning (merit)75
Optimization (merit)75
Tactical Guard LV80 - TP bonus when guarding attacks - Great for the solo pup.
Resist Slow: Resist slow is self explanatory , it helps you resist the slow spell by either complete or partial resists.
Evasion Bonus: Evasion bonus adds a certain amount of evasion to your character per level of the bonus.
Martial Arts: Martial arts decrease the delay in between H2H volleys.
Fine Tuning- Grants a bonus to your automaton's ACC RACC EVA and MagicDEF by 5, with each merit it gains another 5 bonus. A great tool for PUP's that enjoy using melee and ranged automaton.
Optimization- Grants a Bonus to automaton ATT DEF and MagicATT by 5, with each merit it gains another 5 bonus. A great tool for PUP's that enjoy using the more magical frames.
(5.C)-<u>PET COMMAND ABILITIES</u>
Deploy LV1 - Deploy tells your automaton to attack your target.
Deactivate LV1: The opposite of activate this Job Ability dismisses your automaton entirely from the battlefield. Using this ability when your automaton does not have 100% HP will NOT reset the timer for Activate, leaving you without an automaton for the remainder of activates timer! MAKE SURE YOUR AUTOMATON ALWAYS HAS 100% HP UPON USING DEACTIVATE!
Retrieve LV10- Stops the automaton from attacking and makes it return to your side. Automaton will still have enmity on the Mob that it attacked, interesting method for situations in which you need to pull.
(6)-<!--coloro:orange--><span style="color:orange"><!--/coloro-->-MANEUVER'S and ATTACHMENTS- A DISCUSSION<!--colorc--></span><!--/colorc-->
(6.A)-<!--coloro:blue--><span style="color:blue"><!--/coloro-->Maneuver'<!--colorc--></span><!--/colorc-->s are part of the pet command abilities and are unique to puppetmaster. In order to use maneuver's the master must equip one of 3 Animator's available for use. These are Animator, Turbo Animator, and Animator +1. With this equipped you may use each maneuver.
FIRE WATER THUNDER EARTH AIR ICE DARK and LIGHT
Each maneuver has one of these words before it, and will help the automaton decide which attachments to use, and in what order it shall do things. The Automaton is unlike any other type of "Pet" in FFXI. It runs completely off a system of artificial intelligence selecting what it shall do is a direct result of what maneuvers you have activated, you can "Control" your automaton by selecting maneuvers that correspond with what you'd like it to do.
(6.B)-<!--coloro:blue--><span style="color:blue"><!--/coloro-->Attachments<!--colorc--></span><!--/colorc--> are like equipment pieces for the automaton.. they do MANY DIFFERENT THINGS. These are VITAL components to your automaton and to Puppetmasters strength. Some attachments are difficult to obtain or can be costly. Taking the time to obtain the right ones for your automaton is part of a task PUP must complete. Here is a link with a list of all of the attachments and their performances.
<a href="http://wiki.ffxiclopedia.org/wiki/Category:Automaton_Attachments" target="_blank">AUTOMATON Attachment's - A WIKI GUIDE</a>
This guide is great and I'm afraid i cannot explain much better then it for this forum.
Some highlights from the link
-Attachments can be equipped at level 1 increasing your Automaton's stat's drastically from the start to make you a very powerful starting job.
-Attachments only need to be bought once and are stored in your Automaton's Inventory (thank god).
-Attachments perform many duties, such as give automaton Job Traits and certain Abilites that are activated with their respective elemental maneuver.
-Only a Certain number of the same element attachments can be equipped to your automaton at a time depending on which Head/Frame combination you have selected before attaching the attachments.
*Using the Right maneuver's with the correct attachments is vital to being a puppetmaster I cannot stress this enough it is of utmost importance you set your Automaton correctly for whatever it is you wish to complete before you do so, to prevent wasted time re-quiping your automaton.
(7)-<u><!--coloro:orange--><span style="color:orange"><!--/coloro-->THE AUTOMATON<!--colorc--></span><!--/colorc--></u>
Now that we've discussed key features and points about the raw aspects of the Puppetmaster job let's delve into our companion a bit more, the Automaton. When you First get your automaton you will notice your have another slot when you open your equipment in the main menu. One for Master and one for automaton. Go ahead and open the automaton equipment option. You will see a head and body and a list of the attachments you've bought and had equipped to your automaton from the girl in the workshop. You start with a frame called harlequin.
(7.A)<!--coloro:purple--><span style="color:purple"><!--/coloro-->THE HARLEQUIN FRAME<!--colorc--></span><!--/colorc-->
This is the first frame you begin with ..you get this :
-Cure Spells
-Enfeebling Spells
-Mediocre Attacking
In order for your harlequin frame to be able to cure you ,it must
A.) Be of the correct skill level to cast cure
B.) Have enough MP to cast Cure
C.) Have the damage gauge equipped as an attachment
You're automaton will prioritize curing depending on how many light maneuver's you've activated to activate the damage gauge. It will prioritize a cure above an enfeeble and above using a weapon skill.
Please see this link for further explanation on the Damage Gauge attachment <a href="http://wiki.ffxiclopedia.org/wiki/Damage_Gauge" target="_blank">Damage Gauge Hard Data</a>.
This frame will cast enfeebles in this order and dependent on skill level : BIO II -> POISON -> SILENCE -> SLOW -> BLIND -> PARALYZE
YOU CAN CHANGE THIS ORDER (HERE'S HOW):
Trigger a maneuver that has the element type you wish for your automaton to cast. For example:
Dark Maneuver will trigger BIO II to be cast
Water Maneuver will trigger POISON
WIND Maneuver will trigger Silence
and so on.
Here you can see how you can use maneuver's to directly influence the choices your Automaton makes. Anyone who says the automaton does whatever it likes would be wrong ,you have almost complete control over its actions, you just have to learn with experience how to handle your maneuver's and play style.
LV 10- You are able to begin a quest to obtain an new head and frame for your automaton.
!!!SUGGESTION: while I am an advocate of developing your own play style I HIGHLY recommend that you work on getting your SHARPSHOT HEAD/FRAME FIRST! It is what you will use mostly in EXP parties for great Damage over time and automaton weaponskills. Going back to skill up your frame had you not gotten this one first is a very big pain as the other Automaton's usually skill up much faster.
(7.B)-<!--coloro:purple--><span style="color:purple"><!--/coloro-->THE SHARPSHOT FRAME<!--colorc--></span><!--/colorc-->
Items needed to be brought to Ghatsad in the workshop:
1x Rosewood Lumber
1x Karakul Cloth
1x Karakul Leather
1x Repeating Crossbow
3x Imperial Mythril Piece
You get this:
-Powerful ranged attacks
-Your main Automaton for use in EXP parties
-Powerful Ranged weapon skills
This automaton Head/Frame combination focuses mainly on using Wind and Thunder maneuver's and their respective attachments. It has extremely High Evasion, and poor DEF. You will use this as your Primary EXP party Automaton due to its help with Damage over Time and ability to perform great weapon skills. When Sharpshot head is used with the harlequin frame or stormwalker frame(below) it will have the same AI as the harlequin for spell casts , except will prioritize enfeebles over cures. This is good for if you need power enfeebling without any cures getting in the way, but really is lackluster and a better option would be to just not equip a damage gauge to your mage frame automaton.
-Ranged attack delay : 20 Seconds with Sharpshot head and body.
(7.B.1)<!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->Sharpshot weapon skills<!--colorc--></span><!--/colorc-->
ARCUBALLISTA - Maneuver trigger FIRE
DMG type PIERCING
Skillchain Properties : Liquefaction
DAZE -Maneuver trigger THUNDER
DMG type PIERCING
Impaction, Transfixion, Compression
ARMOR -Maneuver trigger DARK
PIERCER DMG type PIERCING
Skillchain Properties Gravitation
*Note; Armor Piercer can do considerable amounts of damage , it is quite possibly IMO the automaton's strongest weapon skill, and should be used in conjunction with the JA Ventriloquy as often as possible to prevent Automaton death.
LV20---
(7.C)<!--coloro:purple--><span style="color:purple"><!--/coloro-->THE STORMWALKER FRAME<!--colorc--></span><!--/colorc-->
Items needed to be brought to Ghatsad in the Workshop:
1x Gold Thread
1x Velvet Cloth
1x Wamoura Cloth
1x Brass Ring
3x Imperial mythril piece
You get this-
-Red Mage Type spell's
-Larger MP pool the Harlequin frame
-Ability to Cure and Nuke (dual magic schools)
-Ability to enfeeble enemy's
-Ability to use melee attacks to add to DOT
This Frame's Spell priority is as follows:
Enfeebling -> Healing -> Nuking
Here is a LINK to Automaton Spell list for all MAGE type frames and the skill level your Automaton must obtain to cast these spells and what level they can obtain that skill level : <a href="http://wiki.ffxiclopedia.org/wiki/Automaton_Magic_Skill" target="_blank">AUTOMATON MAGIC </a>
*NOTE: you can change this priority by equipping a damage gauge for curing priority with use of light maneuver. Or by use of Ice maneuver for nuking priority.
-You will be using mostly ICE LIGHT DARK and WATER maneuver's with this frame.
(7.C.1)<!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->Stormwalker Weapon Skills<!--colorc--></span><!--/colorc-->
These are also <b>SHARED</b> with the harlequin frame
*NOTE: If you need to use these weapon skills for higher dmg or to create a more productful skillchain please use the harlequin frame with the valoredge head(below) for maximum efficiency.
SLAPSTICK -Maneuver trigger THUNDER
-DMG type BLUNT
-Skillchain Properties: Reverberation, Impaction
KNOCKOUT -Maneuver Trigger WIND
-DMG type BLUNT
-Additional effect: Greatly lower's target's evasion
-Skillchain Properties: Scission Detonation
MAGIC -Maneuver Trigger LIGHT
MORTAR -DMG type SPECIAL DMG
-Skillchain Properties Liquefaction, and Fusion
*NOTE: Magic mortar's DMG is based on AUTOMATON HP , the LOWER your automaton's HP is the HIGHER Magic Mortar's DMG will be and is also greatly affected by the attachment FLAME HOLDER. This WS also ignores defense and evasion, its dmg is along the lines of the sword weapon skill SPIRIT's WITHIN.
UTILIZING A.D.D.-
ADD is an Acronym for ACTIVATE->DEPLOY->DEACTIVATE
You can utilize this as long as your automaton has 100% HP AND ONLY if it has 100% HP ..i mean it. Or else you will have to wait the remainder of time to reactivate your automaton due to activates timer not being reset. This nifty trick will give you something that no other job has ..and that is LIMITLESS MP. I will discuss strategies where this ability comes into play further in the guide.
LV30--
(7.D)-<!--coloro:purple--><span style="color:purple"><!--/coloro-->THE VALOREDGE FRAME<!--colorc--></span><!--/colorc-->
Items needed to be brought to Ghatsad in the workshop:
1x Brass Sheet
1x Wamoura Cocoon
1x Imperial Cermet
1x Tigerfangs
1x Imperial Gold piece
You get this-
-A melee DMG dealing Automaton
-Extremely high HP
-Ability to properly shield bash for high amoutns of DMG
- Ability to deal Nonresistant Special type DMG with frequency
-Limited use as a Semi-Tank
-A GREAT PVP AUTOMATON!
This frame will run after the target you deployed it on and engage it in battle.
Valoredge can either be very offensive, very defensive or a somewhat mix between, using it is usually pretty situational but can prove to be very useful in situations where there are large crowds of mobs and you don't want to risk your automaton dying very easily.
Main Maneuver's used here are FIRE EARTH LIGHT and THUNDER.
(7.D.1)-<!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->Valoredge Weapon skills<!--colorc--></span><!--/colorc-->
Valoredge uniquely has 4 weapon skills, unlike the other frame's who only have 3. These are wonderful weapon skills for a variety of skillchains.
STRING -Maneuver Trigger THUNDER
CLIPPER -DMG type SLASHING
-Skillchain properties Scission
CHIMERA -Maneuver Trigger FIRE
RIPPER -DMG type SLASHING
-Skillchain properties Detonation and Induration
CANNIBAL -Maneuver Trigger DARK
BLADE -DMG type SLASHING
-Additional effect: converts DMG done directrly to HP
-IGNORES eva/def
-Scission, Reverberation, Compression
BONE -Maneuver Trigger LIGHT
CRUSHER -3 HIT ATTACK
-DMG type BLUNT
-Additional effect: STUN
-Skillchain properties: Fragmentation
*NOTE: as you can see these weapon skills have a variety of uses from stun to healing to a variety of skillchain opener's and closers this is your automaton that you will want to produce the most skillchains with.
*NOTE: I may stress to use the Sharpshot frame mainly in EXP parties, but if your automaton's ranged skill caps out please DO use this frame to skill up your melee skills if necessary to prevent you having to skillup later on.
LV40 and LV50
At this level you now have an option to quest 2 more heads for you stormwalker frame. The choice is completely up to you and your play style, enjoy these frames you will be using them a lot!
(7.E)-<!--coloro:purple--><span style="color:purple"><!--/coloro-->SPIRITREAVER and SOULSOOTHER HEADS<!--colorc--></span><!--/colorc-->
<u>SPIRITREAVER</u>
Items Needed to bring to Ghatsad in the workshop:
1x Black Puppet Turban
1x EITHER STONE IV, ABS-INT, or FIRE (Will effect the time it takes to complete the creation of the new head piece.)
2x Imperial mythril piece if you are 40
or 4x Imperial Mythril piece if you are 50.
You get this-
-POWERFUL nukes that rival that of the black mage and scholar
-Access to dark magic spells such as ASPIR and DRAIN
-Increased magic skill from the stormwalker head
-Increased AI to cast spells monsters are weak to
-Overall increased potential to Magic DMG output
<u>SOULSOOTHER</u>
Items needed to be brought to Ghatsad in the workshop:
1x White Puppet Turban
1x EITHER CURE V, REGEN or CURE II (Will effect the time it takes to complete the creation of the new head piece.)
2x Imperial mythril piece if you are 40
or 4x Imperial Mythril piece if you are 50.
You get this-
-POWERFUL Curative abilities that rival that of the white mage
-Increased AI to help heal you AND your parties ailments
-Ability to cast -na suffix spells to help further cure and support
-Increased Magic Skill then that of stormwalker head
-Casts Enfeebles in the same order as harlequin head
Again please refer to this link : <a href="http://wiki.ffxiclopedia.org/wiki/Automaton_Magic_Skill" target="_blank">AUTOMATON MAGIC SKILLS</a> to refer to when your automaton will learn to cast which spells ect.
These two heads are to be use with the stormwalker frame to enhance whichever school of magic you would like to use more. Please note that this does NOT render the stormwalker head completely useless as these two heads are unable to cast dual schools (except for the soulsoother's black magic enfeebles).
*NOTE these are head's only they will perform whatever weapon skill of the body that they are attached to please refer to the others above for automaton weapon skills.
<u><!--coloro:orange--><span style="color:orange"><!--/coloro-->YOU AND YOUR AUTOMATON<!--colorc--></span><!--/colorc--></u>
-You AND your automaton are a team..please never forget that
-You ARE HALF your job without your automaton please take as much care as possible to keep your automaton alive at all times , your performance will drop half way without it!
Since as you can already tell by automaton descriptions, PUP is an EXTREMELY VERSATILE JOB!
(8)-<b><u><!--coloro:orange--><span style="color:orange"><!--/coloro-->PLAY STYLES:<!--colorc--></span><!--/colorc--></u></b>
-Main healing
-DDing
-Tanking
-Magical Damage dealing
-Soloing
-Support
(8.A)-<b><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->Main healing as PUP<!--colorc--></span><!--/colorc--></b>
THIS IS NOT RECOMMENDED UNTIL AFTER YOU GET SOULSOOTHER!
Recommended gear:
-MP gear for your weak MP pool
-hMP gear , the faster you can heal it back the better
-MND gear where you cant fit MP to increase your cure power
-VERMILION CLOAK -adds refresh, invaluable get this or dont do it
Main healing as PUP takes practice and dedication to attention.
Recommended Support jobs:
WHITE MAGE
SCHOLAR
if you cannot sub scholar please sub white mage.
This setup is used in places where you need to stay out of range due to depilating moves, I found this most useful during the caedarva mire parties where because of Amnesia being a job that is highly ability related gets kind of frustrating.
LET THE AUTOMATON HEAL..there you have it..as long as you have a good tank that knows how to keep hate..let your automaton heal.
Utilize the strategy A.D.D. that is talked about in the stormwalker section of this guide to replenish your automaton's HP should it get low from Cure IV/V spammage.
YOUR ROLE: Cure III anyone in need should your automaton's cast timer be down , and cast erase and any na- style spells should they be needed. Bascially you are your automaton's backup healer, with a refresher who sub's white mage such as bard, you are good to go on healing.
(8.B)-<b><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->DAMAGE DEALING AS PUP<!--colorc--></span><!--/colorc--></b>
Recommended gear-
ACCURACY ACCURACY ACCURACY ACCURACY!!!!
CANNOT be stressed enough NO OTHER PIECES SHOULD BE WORN UNLESS ACC ISNT AVAILABLE IN THE GEAR SLOT!
-even with foods which will be discussed further down, ACC is your number 1 priority with your C rating in H2H please just dont even think about anything else until you are 75 and have more acc then you know what to do with.
-AFTER ACC IS FULFILLED? - Please try to add STORE TP + gear and/or food to your reperotoire! There is a lot of gear with the release of the WotG expansion pack that offers end game PUP's a chance to really rev up their Store TP. <a href="http://wiki.ffxiclopedia.org/wiki/Store_TP" target="_blank">STORE TP GUIDE</a>
There you will find the explanation as to how Store TP funcitons as well as all of the pieces of gear in FFXI that have the store TP attribute.
Reccomended Support Jobs
-See support jobs section above
This setup is used mostly in exp parties or lesser NM's and events where your DoT matters.
Automaton: Please either use Sharpshot head/frame(recoomended)
or use the Valoredge head/frame if your sharpshot is capped and you wish to skillup. Have your sharpshot frame melee up close, when and if the mob moves, Retrieve it and reposition it, this is for optimal TP gain for more weaponskil usage.
You: You will fight alongside your automaton like any other melee, trying to have your automaton skillchain with you is reccomended because your weaponskills will be lackluster until raging fists and then again until howling fist.
(8.C)<b><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->TANKING AS PUP<!--colorc--></span><!--/colorc--></b>
Recommended gear:
Evasion is your first priority as a PUP tank
Please add any defense or vit after that
then you can focus on any acc pieces
PUP has a LOT of evasion gear available to it, making PUP one of the most evasive jobs in the game along with DNC THF and NIN. You can use this to your advantage at <i>earlier</i> levels if you wish to break the mold and try tanking.
Reccomended support jobs
Warrior most likely will be your support job of choice for provoke. Nothing esle a PUP can do to grab attention very well with any other support job and no native enimty gaining skills. You can also try dancer once you reach level 40. With curing dances available for enimty gain and Animated Flourish you can easily hold hate probably better then war although sadly by then PUP's tanking abilty will really begin to lack.
YOU: At the beginning of each fight you will provoke the mob with your ability. You will the engage the mob and hopefully it wont hit you too much if you equiped enough EVA gear.
Automaton: Will be a healing frame of some sort. This is where PUP tanking get's interesting due to A.D.D. your automaton should never be meleeing the target for unecessary enimty gain. You will Deploy after you put a light maneuver up for cures and then immediatly deactivate making sure your automaton has 100% HP. This will really lighten the load on your healers at early levels!
*NOTE: NOT RECCOMENDED FOR LATER LEVELS
PUP's ability to hold hate will steady fail as damage dealers begin to really be able to dish out attacks, unless subbing dancer pup in exp parties will shine more as a DD themself instead of a tank.
(8.D)-<b><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->PUP AS MAGICAL DD<!--colorc--></span><!--/colorc--></b>
Reccomended gear:
Your AF - Why you say? lol...it is really the only gear that increases any of your automaton's stat's. You are virtually useless as a master when you are doing this type of DMG.
Otherwise stack on some evasion or + CHR gear for you will see why in a second
Reccomended support jobs:
Bard will most likely be your support job while being a magical DD. You will most likely use this setup in Battlefield events such as dynamis, and also if you chose to join a mana burn exp party at later levels. Bard will help support other players through use of extra refresh.
White mage /Red mage/ Scholar / Blue mage
mage subjobs can add more support to whichever party you are in or if you are using this setup to solo you will want to have scholar set as your support job.
YOU: You are your support job and that is mostly it, You will use your support job to support your allies in battle while your automaton does most of the work.
Automaton: Attachments include anything to boost magical power NAMELY ICE MAKER ..its really wonderful. You will Do the same as mentioned in the tanking section as for A.D.D. , this method is raelly useful and helps save a lot of MP. Just dont forget to slap a few ICE maneuvers on before you deploy..and KABOOOOOOOOM
(8.E)-<b><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->PUP AS A SOLO PLAYER<!--colorc--></span><!--/colorc--></b>
Reccomended gear:
EVASION EVASION EVASION EVASION EVASION EVASION!
Evasion is very important for a soloing pup Evasion torque and evasion work wonder's you'd be surprised, aketon is nice, and after you've put evasion in every spot you can find that please work on AGI gear for increased guard's and increased evasion furthermore. Then focus on DEF ACC and haste if you can squeeze it.
Reccomended support jobs:
Warrior is nice for provoke as you will want your automaton attacking as well for added DMG. Provoke can come in handy if your automaton accidentally grabs hate.
Dancer is the same along with warrior except with more supportive options and the ability to enfeeble in exchange for less dmg output it is meerly a player style choice.
Ninja is nice to use as well for the sticky situations with AOE ect.
YOU: Try your hardest to keep enmity on you it is very important that your automaton does NOT get attacked. You will again be utilizing A.D.D. to keep your automaton's MP up. It is very similar to the tanking description above, only your automaton will be kept out to attack.
Automaton: Your automaton will either Be stormwalker or soulsoother depending on your level. You will leave it out meleeing as it will add a lot of DMG to your mob. You will have to have light maneuver up most of the time with a dark here and there for Automaton refresh.
(8.F)-<b><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->PUP AS A SUPPORT ROLE JOB<!--colorc--></span><!--/colorc--></b>
Reccomended gear:
Accuracy and Haste
Evasion for when you get aggro
Reccomended Support Job:
Dancer, Bard, Corsair
YOU: This Is pretty self explanitory, you will be focusing a lot on using your support job to help you aid the party when your DMG will not overall help as much as your supportive abilities.. your main Support role support job should be dancer, your enfeebles and extra cures used from your TP will be invaluable if your TP cannot be effective due to dmg.
Automaton: Player style choice, really this is of your own discretion, view your party, see what it is lacking and set your automaton up to fill the gaps.
(9)-<u><b><!--coloro:red--><span style="color:red"><!--/coloro-->PUPPETMASTER IZ HUNGRIEZ<!--colorc--></span><!--/colorc--></b></u>
Food is an invaluable asset to every puppetmaster. From level 1-75 make your best effort to have your character eat food while they are on puppetmaster. This is by no means a be all end all food guide for PUP.. There are so many many food options availabe to puppetmaster due to the flexability of its support jobs and nature of the job, that you really can mix and match different foods, the option is yours! These are some of the foods that I find MOST BENEFICIAL to PUP.
(9.A)-<!--coloro:orange--><span style="color:orange"><!--/coloro--><u>MELEEING FOOD</u><!--colorc--></span><!--/colorc-->
<u><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->MARINARA PIZZA<!--colorc--></span><!--/colorc--></u>
Food Effects: (3 hours, All Races)
* HP +20
* Attack +20% (Cap: 50 @ 250 Base Attack)
* Accuracy +10% (Cap: 40+@ 400+ Base Accuracy) Verification Needed
* Undead Killer
And Marinara +1
Food Effects: (4 hours, All Races)
* HP +25
* Attack +21% (Cap: 55)
* Accuracy +11% (Cap: 44+) Verification Needed
* Undead Killer
This food is pretty much - the shit.
<!--coloro:green--><span style="color:green"><!--/coloro-->ACC Focus<!--colorc--></span><!--/colorc-->
SUSHI is so important from levels 30-75-These next two entires will probably be all your char will most ever consume they are the core to your characters diet.
<u><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->SOLE SUSHI<!--colorc--></span><!--/colorc--></u>
Food Effects: (30 minutes, All Races)
HP +20
Strength +5
Dexterity +6
Accuracy +15%
Ranged Accuracy +15%
Resist Sleep
Please when you can afford Sole sushi and are meleeing get this.
It is wonderful and the effects are noticeable, this is for exp party use, if you can afford the +1 that's great too.
<u><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->SQUID SUSHI<!--colorc--></span><!--/colorc--></u>
Food Effects: (30 minutes, All Races)
HP +30
Dexterity +6
Agility +5
Mind -1
Accuracy +15%
Ranged Accuracy +15%
Resist Sleep
For less gil you can evade more while soloing , this is great sushi if you would like to solo on puppetmaster, otherwise try this
<u><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->JACK-O'-LANTERN<!--colorc--></span><!--/colorc--></u>
Food Effects: (3 hours, All Races)
Charisma -10
Accuracy +10
Ranged Accuracy +10
Evasion +10
Arcana Killer
+25
Again use this from 1-30 or if soloing at higher levels the evasion +10 is wonderful for evading attacks while soloing and arcana killer can also help if your fighting arcane enemies.
<!--coloro:green--><span style="color:green"><!--/coloro-->ATT FOCUS-<!--colorc--></span><!--/colorc-->Now IF..and ONLY IF you have enough accuracy and are fighting mobs that are not too evasive (namely at Colibri merit party camp with a bard or corsair) you can start using attack food. You can also begin to use attack food if you are soloing mobs that do not have a high attack themselves and your automaton's mp is easily managed.
Pasta dishes are really great because of their added store TP. With a store TP and accuracy build you could definatly get away with using some pasta to be able to deliver strong and speedy weapon skills. Also reccommended for some solo use ATT Bonus if you can properly avoid damage (preferably if you are soloing as PUP/NIN).
<u><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->SPAGHETTI CARBONARA<!--colorc--></span><!--/colorc--></u>
Food Effects: (30 minutes, All Races)
HP +14% (Cap: 175 @ 1249 Base HP)
MP +10
Strength +4
Vitality +2
Intelligence -3
Attack +18% (Cap: 65 @ 361 Base Attack)
Store TP +6
Spaghetti Carbonara is wonderful for its Store TP and added attack bonus.
<u><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->SPAGHETTI ARRABBIATO<!--colorc--></span><!--/colorc--></u>
Food Effects: (30 minutes, All Races)
HP +12% (Cap: 150@1250 Base HP)
Strength +5
Vitality +2
Intelligence -7
Attack +22.5% (Cap: 120@533 Base Attack)
Store TP +5
Now this is an item that is very expensive...BUT SO WORTH IT! One of the best attack foods with store TP and HP % PLUS
Peperoncino
Food Effects: (30 minutes, All Races)
* HP +30% (Cap: 70@233 Base HP)
* Vitality +2
* Store TP +5
Good and cheap store TP food and health good for soloing or when you dont need to much accuracy or ur on a low budget.
<u><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->COUERL SUB<!--colorc--></span><!--/colorc--></u>
Food Effects: (30 minutes, All Races)
MP +10
Strength +5
Agility +1
Intelligence -2
HP Recovered While Healing +1
Resist Stun
Resist Sleep
Attack +20% (Cap: 80@400 Base Attack)
Ranged Attack +20% (Cap: 80@400 Base Ranged Attack)
Coeurl Subs are really nice to boost your attack with added strength and cheaper then carbonara, but honestly as you know by now PUP has to make some monetary sacrifices to be able to perform on par, if your really dont have enough gil for carbonara and would like to boost your attack eat one of these bad boys :P.
Marinara Pizza
Food Effects: (3 hours, All Races)
* HP +20
* Attack +20% (Cap: 50 @ 250 Base Attack)
* Accuracy +10% (Cap: 40+@ 400+ Base Accuracy) Verification Needed
* Undead Killer
This new food is just the shit.
(9.B)-<!--coloro:orange--><span style="color:orange"><!--/coloro--><u>SOLOING FOOD</u><!--colorc--></span><!--/colorc-->
Here is some food choices for solo play, Review gear choices for solo play above once more. With solo play your style of food will add defense or evasion for a longer lasting automaton mp pool and a longer lasting chain.
<u><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->TAVNAZIAN TACO<!--colorc--></span><!--/colorc--></u>
Food Effects: (30 minutes, All Races)
HP +20
MP +20
Dexterity +4
Vitality +6
Agility +4
Charisma +4
HP Recovered While Healing +1
MP Recovered While Healing +1
Defense +25% (Cap: 150@600 Base Defense)
This is purely for soloing usage tavnazian taco's give you a wonderful defense bonus as you can see, extra vit and agi for dodging and avoiding damage a few extra points of HP, this is just a wonderful thing to eat while soloing.
<u><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->SPAGHETTI PESCADORA<!--colorc--></span><!--/colorc--></u>
Food Effects: (30 minutes, All Races)
HP +15% (Cap: 150@1000 Base HP)
Vitality +3
Mind -1
Defense +22% (Cap: 65@295 Base Defense)
Store TP +6
This is for use at lower levels due to the cap on your base defense but with the HP+15 % this really will help you around level 60 a great food with store TP as well, I love'd this food while soloing.
<u><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->SHALLOPS TROPICALE<!--colorc--></span><!--/colorc--></u>
Food Effects: (3 hours, All Races)
MP +20
Dexterity +1
Vitality +4
Intelligence +1
Defense +25% (Cap: 100@400 Base Defense)
If you can afford it.
(9.C)<!--coloro:orange--><span style="color:orange"><!--/coloro--><u>MAGE SUPPORT JOB FOODS</u><!--colorc--></span><!--/colorc-->
If you are using a mage support job you will want to focus more on MP then any other mage type stat MP is very important to a PUP/MAGE due to PUP's unnatural mp pool. Here are some foods to give your MP a boost. Please also see <a href="http://z9.invisionfree.com/FearlessKnights/index.php?showtopic=138" target="_blank">Luckie's Mage Food Guide </a> for further assistance.
<!--coloro:orange--><span style="color:orange"><!--/coloro--><u>MP + FOODS</u><!--colorc--></span><!--/colorc-->
<u><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->ROLANBERRY PIE[<!--colorc--></span><!--/colorc-->/u]
Food Effects: (30 minutes, All Races)
MP +50
Intelligence +2
Agility -1
With +50 MP you cant get much better then a rolanberry pie
[u]<!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->MARRON GLACE<!--colorc--></span><!--/colorc--></u>
Food Effects: (3 hours, All Races)
MP +13% (Cap: 85@653 Base MP)
MP Recovered While Healing +1
Agility -1
Only use this if you are able to boost your maximum MP past 450 otherwise its pretty worthless because it works off of your maximum MP percentage (meaning you wont get the best benefit which is the plus 85 but will recieve more then a rolanberry pie if you can get past 450)
<!--coloro:orange--><span style="color:orange"><!--/coloro--><u>MP RECOVERY FOOD</u><!--colorc--></span><!--/colorc-->
With your limited MP pool MP recovery + food being the highest it possibly can will really help out. There is one great cheap food that is recommended for this and its +1 version is much better if you can afford.
<u><!--coloro:#8B0000--><span style="color:#8B0000"><!--/coloro-->GINGER COOKIES<!--colorc--></span><!--/colorc--></u>
Food Effects: (3 minutes, All Races)
MP Recovered While Healing +5
Resist Slow
Plantoid Killer
Really the best that is availabe besides its +1 Wizard cookie's.
Hope this guide has helped you learn a little bit more about this interesting job, if you have any questions/suggestions/additions please PM me, or leave a reply ~
This post has been edited by Evenal: 22 June 2010 - 04:56 AM
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